Since december 2012 Battlestations: Midway is supported by GameSpy no longer. The only one possibility for Midway players is GameRanger. Please visit www.gameranger.com, download Gameranger client and make new account. You can find other Midway players in the Gameranger rooms. BS:M patch 1.1.1 is required to play online battles. Iowa Mission Pack and Midway Modders Mappacks 1 and 2 are recommended.

J7W Shinden or A6M Zero

J7W Shinden or A6M Zero

The Shinden is an interceptor, a excellent one at that, with their speed and cannons, plus flak rockets, however, the Zero is a fighter, with maneuverability. The Zero rolls faster and more maneuverable than the Shinden (when I compared them in a game), but not as fast and doesn't have the stopping power of Shinden's cannons. So in Fighter Duel, am I better off using the Zero, or the Shinden for it's quick-kill ability with cannon+rockets?

Re: J7W Shinden or A6M Zero

It kind of depends on your preferred play style.
The Shinden as an interceptor is a hit-and-run plane so in a typical dogfight you'd make a head-on pass and do as much damage as you can with those murderous cannon and then make a run for it. You'll then have to break off, get some distance and then re-engage. It's pretty much boom and zoom.
The Zero is your classical dogfighter. Avoid a head-on attack and instead use your superior maneuverability to get in and stay on your enemy's six while your 20mm cannons do the work. This is the typical turn-and-burn plane.

Play with them both and see what tactic works best for you. Remember each plane is only as good as its pilot and every pilot has his own skills and strategies.

Re: J7W Shinden or A6M Zero

If the enemy decides to solely use bombers to try and bomb your airbases into oblivion the Shinden would not really help any more than the standard fighter on the map (Gekko, Zero, Raiden or Oscar) would.

Depending on the map and the units available anything from submarine, destroyer or battleship unlocks would be a lot more helpful. Shindens will not save you if 3 Iowas are coming to your HQ, but a few Shimakaze, I-400 or Yamato surely will.

Re: J7W Shinden or A6M Zero

So I'm better off using a battleship or destroyer unlock opposed to the Shinden, if the map has those unlocks. Though how is the Shinden compared to other fighters/interceptors in terms of stats for comparison to other planes?

Re: J7W Shinden or A6M Zero

So looking at the stats, Shinden has above average firepower, decent speed, better armor than some fighters, and sluggish maneuverability, so basically, a good interceptor, which it's designed to be.

But about TBM and Okha Carrier, I've used them before, and they have issues of their own. Primarily the cost, a single squad costs as much as a battlecruiser, and it takes six Tiny Tims or Okhas to take out a battleship, more would have to come if the ship got escorts and fighters to make up for losses, plus fighters would have to come along to help protect them. That leaves only a few command points for other units. The TBM and Carriers are fairly slow, necessitating escorts to protect them. Though they would be useful for taking out ships nearing a base and against enemy headquarters, but to do that, there has to be a good amount of command points in stock, and if the enemy has a headquarters nearby, they can instantly spawn more ships, and the AA might just take out incoming TBM or Okhas, and fast interceptors like Shinden could shred them before they get near the base, and fighters can take distract escort fighters while the interceptors take care of the TBM/Carriers. The interceptors and fighters only have half of the cost of TBM/Carriers.

So the Shinden would be useful against bombers and other heavy aircraft, but you wouldn't know if the enemy is using it or not, so it is basically like rolling a dice, would the enemy go for ships or aircraft? (Yes, the Kikka would be far better than Shinden, as it is twice as fast, same firepower, same cost, and can carry 12 rockets for against aircraft or 500kg bomb that allows attacks on ships or bases, which is Shinden's weak point, but the jets are tough to obtain, requiring the highest rank in multiplayer.)

Re: J7W Shinden or A6M Zero

dmr2011 wrote:

but the jets are tough to obtain, requiring the highest rank in multiplayer

Not any more. Even since BSmodHQ 1.0 jest are unlocked alongside the Ohka and TBM. Just kep in mind though that the Kikka is classified as a dive bomber in the game (unlock to the Val and Judy).

A famous strategy for the TBM and Ohka would be the rush. Just spam all your CP on then and rush the enemy HQ's. It's game over in a minute or 2. On the other hand also since BSmodHQ 1.0 you can see as much as over 7000 CP available to launch units with and jets had their cost increased to 150CP.

It is kind of like a roll of the dice. Moves and counter moves. Many battles (in the game and in real life) are decided even before the first shot is fired. Strategy and planning. Simple as that.
Here is where communications is key. Is it is a 4vs4 game each player can unlock a different set of units. One can unlock a Jet/Interceptor for enemy bombers. One unlocks submarines for sneaking around, the other one a battleship unlock with the 4th probably a bomber unlock. Work together to use each one's strengths against the enemy's weaknesses. That is how you win.

Login Form

Battlestations Shoutbox

Latest Message:1 week, 4 days ago

Legendary Da : Hi everyone, I have one (or two) quick question about BS:M modding. I try to figure out sp mapmaking, and my first act on it was to convert a MP map to SP. However I can only play as Allies in those maps. What parameter do I have to change to play those maps as Japanese in the respective map .mpak (And where is the parameter I have to change?)?

N_Trainz : G'day mates, I just wanted to let those who use Windows 10 and also for those who are having troubles getting the game launching because of Games for Windows LIVE, I made a tutorial of how to get it working successfully again like on Windows 8.1. Its on my channel and here's the link to the video. «link»

Mokeo67 : The dictator, I downloaded the mmod2txm and I added four slots to the fletcher and a couple to the lexington.Thanks for the help though.

The Dictator : Makeo67 i've explained how to find the unused slots in the topic and the mmod2txm it's a program that has been shared. However there aren't so many ships with unused platforms and sme of them are in wrong positions and for move them you need to know how to change the mmod file. But if you know how to do it you can make new platfors as you want. I've shared the south dakota disposition and this one is the most intersting in my opinion

Mokeo67 : Also I saw on the forum that ships have unused platform slots. How do I use these?

Mokeo67 : I tried changing the bogue class carrier to a yorktown class in the phillipene sea mission and one of two things happened. The mission either didnt change or the game crashed.

Axis_Crusher : No problem

Mokeo67 : That is what im talking about. Ill have a look at it later thanks for the help

Axis_Crusher : specific mission’s 3_scene mpak file by working on the .lua file. There is where the bonus unit is actually added into the mission (by the script). I haven't tried it myself so good luck.

Axis_Crusher : I assume you are talking about the bonus units that you unlock for certain missions by completing previous ones (like the B - 25’s in the 2nd Battle of Guadalcanal). The bonus units are unlocked by completing certain objectives in the campaign - so that is linked to your campaign progress. Since that cannot be altered you must look at the missiontree.lua file. This is where the unit will show up unlocked on the mission screen. There are references to allunitslock. Also you will have to edit the

Mokeo67 : Thank you I will look in this file. I did unlock all the campaign missions, all you have to do is delete the text after 'prerequisite' and it will unlock. But I havent figured out how to unlock the bonus units.

Axis_Crusher : I also prefer it being off, just as most of the BSM community. Most players, however prefer repair to be enabled so that is what we should do. Most of our maps it will be disabled through the script however. If you want to play with the game's repair settings you can find it under shipglobals.lua